Weapons
The Weapons table in this section shows the game’s main weapons. The table lists the cost and weight of each weapon, whether it's Simple or Martial, Melee or Ranged, its Damage, Properties, and Weapon Mastery.
Weapons Table
| Name | Damage | Properties | Mastery | Weight | Cost |
| Simple Melee | |||||
| Club | 1d4 Bludgeoning | Light | Slow | 2 lb. | 1 SP |
| Dagger | 1d4 Piercing | Finesse, Light, Thrown (20/60) | Nick | 1 lb. | 2 GP |
| Great Club | 1d8 Bludgeoning | Two-Handed | Push | 10 lb. | 2 SP |
| Handaxe | 1d6 Slashing | Light, Thrown (20/60) | Vex | 2 lb. | 5 GP |
| Javelin | 1d6 Piercing | Thrown (30/120) | Slow | 2 lb. | 5 SP |
| Light Hammer | 1d4 Bludgeoning | Light, Thrown (20/60) | Nick | 2 lb. | 2 GP |
| Mace | 1d6 Bludgeoning | - | Sap | 4 lb. | 5 GP |
| Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple | 4 lb. | 2 SP |
| Sickle | 1d4 Slashing | Light | Nick | 2 lb. | 1 GP |
| Spear | 1d6 Piercing | Thrown (20/60), Versatile (1d8) | Sap | 3 lb. | 1 GP |
| Simple Ranged | |||||
| Dart | 1d4 Piercing | Finesse, Thrown (20/60) | Vex | 1/4 lb. | 5 CP |
| Light Crossbow | 1d8 Piercing | Ammunition (80/320, Bolt), Loading, Two-Handed | Slow | 5 lb. | 25 GP |
| Shrotbow | 1d6 Piercing | Ammunition (80/320, Arrow), Two-Handed | Vex | 2 lb. | 25 GP |
| Sling | 1d4 Bludgeoning | Ammunition (30/120, Bullet) | Slow | - | 1 SP |
| Martial Melee | |||||
| Battleaxe | 1d8 Slashing | Versatile (1d10) | Topple | 4 lb. | 10 GP |
| Flail | 1d8 Bludgeoning | - | Sap | 2 lb. | 10 GP |
| Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze | 6 lb. | 20 GP |
| Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave | 7 lb. | 30 GP |
| Greatsword | 2d6 Slashing | Heavy. Two-Handed | Graze | 6 lb. | 50 GP |
| Halberd | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave | 6 lb. | 20 GP |
| Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple | 6 lb. | 10 GP |
| Longsword | 1d8 Slashing | Versatile (1d10) | Sap | 3 lb. | 15 GP |
| Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple | 10 lb. | 10 GP |
| Morningstar | 1d8 Bludgeoning/Piercing | - | Sap | 4 lb. | 15 GP |
| Pike | 1d10 Piercing | Heavy, Reach, Two-Handed | Push | 18 lb. | 5 GP |
| Rapier | 1d8 Piercing | Finesse | Vex | 2 lb. | 10 GP |
| Scimitar | 1d6 Slashing | Finesse, Light | Nick | 3 lb. | 25 GP |
| Shortsword | 1d6 Slashing/Piercing | Finesse, Light | Vex | 2 lb. | 10 GP |
| Trident | 1d8 Piercing | Thrown (20/60), Versatile (1d10) | Topple | 4 lb. | 5 GP |
| Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push | 5 lb. | 15 GP |
| War Pick | 1d8 Piercing | Versatile (1d10) | Sap | 2 lb. | 5 GP |
| Whip | 1d4 Slashing | Finesse, Reach | Slow | 3 lb. | 2 GP |
| Martial Ranged | |||||
| Blowgun | 1 Piercing | Ammunition (25/100, Needle), Loading | Vex | 1 lb. | 10 GP |
| Hand Crossbow | 1d6 Piercing | Ammunition (30/120, Bolt), Light, Loading | Vex | 3 lb. | 75 GP |
| Heavy Crossbow | 1d10 Piercing | Ammunition (100/400, Bolt), Heavy, Loading, Two-Handed | Push | 18 lb. | 50 GP |
| Longbow | 1d8 Piercing | Ammunition (150/600, Arrow), Heavy, Two-Handed | Slow | 2 lb. | 50 GP |
| Rare Melee | |||||
| Battleaxe, Light | 1d8 Slashing | Finesse, Versatile (1d10) | Cleave | 2 lb. | 25 GP |
| Bladed Fan | 1d4 Slashing | Finesse, Light | Sap | 1 lb. | 5 GP |
| Chakram | 1d4 Slashing | Finesse, Light, Thrown (20/60) | Nick | 2 lb. | 15 GP |
| Claws | 1d4 Slashing/Piercing | Finesse, Light, Special | Nick | 1 lb. | 3 GP |
| Dagger, Parrying | 1d4 Piercing | Finesse, Light, Thrown (15/45) | Sap | 1 lb. | 25 GP |
| Dagger, Rondel | 1d4 Piercing | Finesse, Light, Thrown (15/45), Special | Nick | 1 lb. | 25 GP |
| Dagger, Assassin | 1d4 Piercing | Finesse, Light, Thrown (15/45), Special | Vex | 1 lb. | 50 GP |
| Double-Bladed | 2d6 Slashing/Piercing | Finesse, Two-Handed | Topple | 5 lb. | 150 GP |
| Flail, Staff | 1d10 Bludgeoning | Two-Handed | Sap | 5 lb. | 1 GP |
| Katana | 1d8 Slashing | Finesse, Versatile (1d10) | Vex | 3 lb. | 50 GP |
| Kama/Kukri | 1d4 Slashing | Light, Finesse | Nick | 1 lb. | 10 GP |
| Morningstar, Heavy | 1d8 Bludgeoning/Piercing | Heavy, Versatile (1d10) | Sap | 6 lb. | 25 GP |
| Nunchuks | 1d6 Bludgeoning | Finesse, Light | Nick | 1 lb. | 5 GP |
| Sap | 1 Bludgeoning | Finesse, Light, Special | Sap | 1 lb. | 1 GP |
| Scythe | 2d4 Slashing | Finesse, Heavy, Two-Handed | Topple | 6 lb. | 5 GP |
| Spear, Winged | 1d8 Piercing | Thrown (10/30), Versatile (1d10) | Push | 4 lb. | 15 GP |
| Staff, Three-Section | 1d8 Bludgeoning | Finesse, Heavy, Reach, Versatile (1d10) | Slow | 3 lb. | 10 GP |
| Tonfa | 1d4 Bludgeoning | Light | Sap | 2 lb. | 2 GP |
| Warchain | 1d8 Slashing | Finesse, Versatile (1d10), Reach | Topple | 4 lb. | 20 GP |
| Rare Ranged | |||||
| Bola | 1 Bludgeoning | Light, Thrown (20/60) | Topple | 2 lb. | 1 GP |
| Boomerang | 1d4 Bludgeoning | Finesse, Light, Thrown (30/90), Special | Slow | 1 lb. | 1 GP |
| Longbow, Spider | 1d10 Piercing | Ammunition (Range 180/720, Arrow), Heavy, Two-Handed | Push | 2 lb. | 750 GP |
| Pistol | 1d10 Piercing | Ammunition (Range 30/90, Bullet), Loading | Vex | 3 lb. | 250 GP |
| Rifle | 1d12 Piercing | Ammunition (Range 40/120, Bullet), Loading, Two-Handed | Slow | 10 lb. | 500 GP |
| Throwing Star | 1d4 Slashing | Finesse, Light, Thrown (20/60) | Vex | 1/16 lb. | 5 SP |
Special
Boomerang. When a thrown attack with a boomerang misses its target, at the end of the user's turn, the boomerang returns to them.
Claws. You have Advantage on any saves made to avoid the disarming of this weapon, and your opponent has Disadvantage on any rolls to attempt to disarm this weapon.
Dagger, Rondel. You have Advantage with this dagger that you are Grappling or that is Grappling or Restraining you if that creature is within 5 feet of you.
A type of stiff-bladed dagger tapering gradually to a point, reinforced with two wide bands for pushing the dagger into a rival.
Dagger, Assasin. This weapon's crits at 19 or 20.
A specialized dagger with a long slender blade and needle-like point. The blade's narrow cross-section and acuminated tip reduce friction upon entry, allowing the blade to penetrate deeply.
Sap. When you attack a creature who is unaware of your presence with this weapon it must make a Constitution saving throw or fall unconscious. The save DC varies by the amount of damage (including all bonuses for spells, sneak attacks, or any other source) suffered from the attack, as shown in the table below. If the creature loses all its hit points, it falls unconscious and stable.
If the creature sees you attacking it, he automatically succeeds in his saving throw.
| HP Lost | Constitution Save DC |
| over 75% | DC 20 |
| over 50% | DC 15 |
| over 25% | DC 10 |
| over 0% | DC 5 |